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=The Liz Guide to Figments=
=The Liz Guide to Figments=
Figments, also known as spirits, are beings of the fictitious 'Umbra' between worlds.
Figments, also known as spirits, are beings of the 'Umbra' of fiction between mundane worlds.


==Spiritopedia==
==Spiritopedia==

Revision as of 21:01, 31 May 2010

The Traditions:

  • The Order of Hermes: Talk a lot about all the stuff they know, which is frequently wrong.


The Liz Guide to Figments

Figments, also known as spirits, are beings of the 'Umbra' of fiction between mundane worlds.

Spiritopedia

Skeina, Author of the Tale

Jerkface destiny spirit that possessed Liz via her Demesne. Under its influence Liz (transformed into a masked villain) took over the Edgewater Casino until exorcised by Cathy. Cathy (angry mode) then bound it and turned its power against the Technocracy response team until the heroes escaped into the Umbra.
  • Status: Presumed At Large
  • Threat Level: A

Bargaining Tips

  • Spirits like quintessence.
  • Different spirits demand different approaches - some you can defeat in a game, others will require bargaining or beating into submission, or other approaches.
  • Be very wary of offering to perform a service.
  • Mistreated spirits will spread the word and make you notorious.

Mage: The Ascension

Canon Cards

Spell Cards

Spell cards produce a standard, reproducible effect by drawing out the power behind the image printed on them.

  • Second Sight
  • Spirit 1
  • Prime 1
This card displays an image of the cosmic eye, that sees all. With it, Elizabeth can see the portion of the Umbra that is closest, and the threads of creativity that sustain it.

Summon Cards

Summon cards have a figment - a spirit of the imaginary - bound to their image, to provide power. However, once they are used the figment escapes.

Spirit Cards

Spirit cards are like Summon cards, but have a figment permanently woven into their image, which can be called upon repeatedly.

Proposed Mechanics

Create Spirit

  • Prime 2 (fuel pattern)
  • Spirit 5 (forge ephemera)
This rote weaves an entirely new spirit out of pure quintessence. Further spheres such as Mind may be needed to give it intellect.

Second Sight

  • Prime 1
  • Spirit 1
This rote grants perception of the 'unphysical' universe, revealing the local spirit world and its flows of quintessence.